/*
Copyright (C) 1996-1997 Id Software, Inc.

This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 3
of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.

See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

*/
// quakedef.h -- primary header for client

#pragma once

struct bbox_t
{
	float mins[3];
	float maxs[3];
	float mids[3];
};


#include <vector>
#include <algorithm>

#define _CRT_SECURE_NO_WARNINGS

#include <assert.h>

#pragma warning (disable: 6328)		// 'char' passed as parameter '1' when 'unsigned char' is required in call to 'isspace'
#pragma warning (disable: 6385)		// /analyze spurious buffer overrun that isn't
#pragma warning (disable: 6031)		// return value of scanf ignored
#pragma warning (disable: 4244)		// data conversion possible loss
#pragma warning (disable: 4018)		// signed/unsigned mismatch
#pragma warning (disable: 4996)		// posix name deprecated

#define SET_ACCESSOR(x, y) inline void Set##y (x val) {this->##y = val;}
#define GET_ACCESSOR(x, y) inline x Get##y (void) {return this->##y;}

// plane_t structure
// defined early as it's used by the matrix class
struct mplane_t
{
	float	normal[3];
	float	dist;
	unsigned char	signbits;		// signx + signy<<1 + signz<<1
	unsigned char	pad[2];
};

// also used
int SignbitsForPlane (mplane_t *out);

#define WIN32_LEAN_AND_MEAN

#include <windows.h>

// WIN32_LEAN_AND_MEAN excludes these so we must add them manually ourselves
#include <mmsystem.h>
#include <winsock.h>

// we need these globally for models because they use IDirect3DTexture9
#include <D3D10.h>
#include <D3DX10.h>
#include <DXGI.h>

#define QCOLOR_ARGB(a,r,g,b) \
    ((DWORD)((((a)&0xff)<<24)|(((r)&0xff)<<16)|(((g)&0xff)<<8)|((b)&0xff)))

#define SAFE_RELEASE(p) if (p) {(p)->Release (); (p) = NULL;}

#include <malloc.h>

struct QTEXTURE
{
	QTEXTURE (void);

	ID3D10Texture2D *Texture;
	ID3D10ShaderResourceView *SRV;
	ID3D10RenderTargetView *RTV;
	ID3D10DepthStencilView *DSV;

	void CreateTexture (byte *Data, int Width, int Height, int Flags, int ArraySize = 1);
	void UpdateTexture (byte *Data, int Width, int Height, int Flags);
	void Release (void);

	char Identifier[64];
	int Width;
	int Height;
	int Flags;
	unsigned short CRC;
	int RegistrationSequence;
};


// lightmaps
#define	LIGHTMAP_SIZE	256
#define	MAX_LIGHTMAPS	64

// moved from cmd.h
typedef void (*xcommand_t) (void);

// make qsort calls easier on the eye...
typedef int (*sortfunc_t) (const void *, const void *);

#define	QUAKE_GAME			// as opposed to utilities

#define	VERSION				1.09
#define	GLQUAKE_VERSION		1.00
#define	D3DQUAKE_VERSION	0.01
#define	WINQUAKE_VERSION	0.996
#define	LINUX_VERSION		1.30
#define	X11_VERSION			1.10

//define	PARANOID			// speed sapping error checking

#define	GAMENAME	"id1"

#include <math.h>
#include <string.h>
#include <stdarg.h>
#include <stdio.h>
#include <stdlib.h>
#include <setjmp.h>
#include <stddef.h>

#define UNUSED(x)	(x = x)	// for pesky compiler / lint warnings

#define MAX_NUM_ARGVS	50

// up / down
#define	PITCH	0

// left / right
#define	YAW		1

// fall over
#define	ROLL	2


#define	MAX_QPATH		64			// max length of a quake game pathname
#define	MAX_OSPATH		128			// max length of a filesystem pathname

#define	ON_EPSILON		0.1			// point on plane side epsilon

#define	MAX_MSGLEN			32000	// max length of a reliable message -- was 8000
#define	MAX_DATAGRAM		32000	// max length of unreliable message -- was 1024
#define DATAGRAM_MTU		1400	// actual limit for unreliable messages to nonlocal clients

#define	MAX_NETQUAKE_MSGLEN			8000		// max length of a reliable message
#define	MAX_NETQUAKE_DATAGRAM		1024		// max length of unreliable message

// per-level limits
#define	MAX_EDICTS		32768		// protocol limit
#define	MAX_MODELS		2048		// these are sent over the net as bytes
#define	MAX_SOUNDS		2048		// so they cannot be blindly increased

#define	MAX_LIGHTSTYLES	64

#define	SAVEGAME_COMMENT_LENGTH	39

#define	MAX_STYLESTRING	64

// stats are integers communicated to the client by the server
#define	MAX_CL_STATS		32
#define	STAT_HEALTH			0
#define	STAT_FRAGS			1
#define	STAT_WEAPON			2
#define	STAT_AMMO			3
#define	STAT_ARMOR			4
#define	STAT_WEAPONFRAME	5
#define	STAT_SHELLS			6
#define	STAT_NAILS			7
#define	STAT_ROCKETS		8
#define	STAT_CELLS			9
#define	STAT_ACTIVEWEAPON	10
#define	STAT_TOTALSECRETS	11
#define	STAT_TOTALMONSTERS	12
#define	STAT_SECRETS		13		// bumped on client side by svc_foundsecret
#define	STAT_MONSTERS		14		// bumped by svc_killedmonster

// stock defines

#define	IT_SHOTGUN				1
#define	IT_SUPER_SHOTGUN		2
#define	IT_NAILGUN				4
#define	IT_SUPER_NAILGUN		8
#define	IT_GRENADE_LAUNCHER		16
#define	IT_ROCKET_LAUNCHER		32
#define	IT_LIGHTNING			64
#define IT_SUPER_LIGHTNING      128
#define IT_SHELLS               256
#define IT_NAILS                512
#define IT_ROCKETS              1024
#define IT_CELLS                2048
#define IT_AXE                  4096
#define IT_ARMOR1               8192
#define IT_ARMOR2               16384
#define IT_ARMOR3               32768
#define IT_SUPERHEALTH          65536
#define IT_KEY1                 131072
#define IT_KEY2                 262144
#define	IT_RING			524288
#define	IT_PENT		1048576
#define	IT_SUIT					2097152
#define	IT_QUAD					4194304
#define IT_SIGIL1               (1<<28)
#define IT_SIGIL2               (1<<29)
#define IT_SIGIL3               (1<<30)
#define IT_SIGIL4               (1<<31)

//===========================================
//rogue changed and added defines

#define RIT_SHELLS              128
#define RIT_NAILS               256
#define RIT_ROCKETS             512
#define RIT_CELLS               1024
#define RIT_AXE                 2048
#define RIT_LAVA_NAILGUN        4096
#define RIT_LAVA_SUPER_NAILGUN  8192
#define RIT_MULTI_GRENADE       16384
#define RIT_MULTI_ROCKET        32768
#define RIT_PLASMA_GUN          65536
#define RIT_ARMOR1              8388608
#define RIT_ARMOR2              16777216
#define RIT_ARMOR3              33554432
#define RIT_LAVA_NAILS          67108864
#define RIT_PLASMA_AMMO         134217728
#define RIT_MULTI_ROCKETS       268435456
#define RIT_SHIELD              536870912
#define RIT_ANTIGRAV            1073741824
#define RIT_SUPERHEALTH         2147483648

// MED 01/04/97 added hipnotic defines
//===========================================
//hipnotic added defines
#define HIT_PROXIMITY_GUN_BIT 16
#define HIT_MJOLNIR_BIT       7
#define HIT_LASER_CANNON_BIT  23
#define HIT_PROXIMITY_GUN   (1<<HIT_PROXIMITY_GUN_BIT)
#define HIT_MJOLNIR         (1<<HIT_MJOLNIR_BIT)
#define HIT_LASER_CANNON    (1<<HIT_LASER_CANNON_BIT)
#define HIT_WETSUIT         (1<<(23+2))
#define HIT_EMPATHY_SHIELDS (1<<(23+3))

//===========================================

#define	MAX_SCOREBOARD		16
#define	MAX_SCOREBOARDNAME	32

#define	SOUND_CHANNELS		8

#include "filesys.h"
#include "common.h"
#include "bspfile.h"
#include "sys.h"
#include "zone.h"
#include "mathlib.h"
#include "matrixlib.h"
#include "vid.h"

typedef struct entity_state_s
{
	vec3_t	origin;
	vec3_t	angles;
	unsigned short 	modelindex; // was int
	unsigned short 	frame; // was int
	unsigned char 	colormap; // was int
	unsigned char 	skin; // was int
	unsigned char	alpha; // added
	int		effects;
} entity_state_t;


#include "wad.h"
#include "draw.h"
#include "cvar.h"
#include "screen.h"
#include "net.h"
#include "protocol.h"
#include "cmd.h"
#include "sbar.h"
#include "sound.h"
#include "render.h"
#include "client.h"
#include "progs.h"
#include "server.h"

#include "gl_model.h"

#include "input.h"
#include "world.h"
#include "keys.h"
#include "console.h"
#include "view.h"
#include "menu.h"
#include "crc.h"
#include "cdaudio.h"

#ifdef GLQUAKE
#include "glquake.h"
#endif

//=============================================================================

// the host system specifies the base of the directory tree, the
// command line parms passed to the program, and the amount of memory
// available for the program to use

struct quakeparms_t
{
	char	*basedir;
	int		argc;
	char	**argv;
};


//=============================================================================



extern BOOL noclip_anglehack;


// host
extern	quakeparms_t host_parms;

extern	cvar_t		*developer;

extern	BOOL	host_initialized;		// TRUE if into command execution
extern	int			host_framecount;	// incremented every frame, never reset
extern	double		realtime;			// not bounded in any way, changed at
										// start of every frame, never reset

// this is how often we tick by default
// i think this should be ~20 to match the dedicated server and also the expected framerate we'd have had when Quake was first released
#define HOST_STANDARDFPS	72.0
#define HOST_FRAMEDELTA		(1.0 / HOST_STANDARDFPS)

void Host_ClearMemory (void);
void Host_ServerFrame (void);
void Host_InitCommands (void);
void Host_Init (quakeparms_t *parms);
void Host_Shutdown (void);
void Host_Error (char *error, ...);
void Host_EndGame (char *message, ...);
void Host_Frame (void);
void Host_Quit_f (void);
void Host_ClientCommands (char *fmt, ...);
void Host_ShutdownServer (BOOL crash);
void Host_WriteConfiguration (void);
void Host_RearmTimers (void);
void Host_RunDemoLoop (void);

extern BOOL		msg_suppress_1;		// suppresses resolution and cache size console output
										// on fullscreen DIB focus gain/loss
extern int			current_skill;		// skill level for currently loaded level (in case
										// the user changes the cvar while the level is
										// running, this reflects the level actually in use)

// save game versions must match to be loadable and visible in the menus
#define	SAVEGAME_VERSION	5

#include "winquake.h"
#include "resource.h"
#include <commctrl.h>

#include "errno.h"

unsigned short CRC_Block (const void *start, int count);

extern cvar_t *temp1;
extern cvar_t *temp2;
extern cvar_t *temp3;
extern cvar_t *temp4;

extern cvar_t *saved1;
extern cvar_t *saved2;
extern cvar_t *saved3;
extern cvar_t *saved4;

extern cvar_t *scratch1;
extern cvar_t *scratch2;
extern cvar_t *scratch3;
extern cvar_t *scratch4;

void VID_OnCreateDevice (void);
void VID_OnReleaseDevice (void);

DWORD NumberOfSetBits (DWORD x);


extern CRITICAL_SECTION qCS;

// 1/32 epsilon to keep floating point happy
#define	DIST_EPSILON	(0.03125)


